Legend of Grimrock 2

Legend of Grimrock 2

The Legend of PAT Remake
My review of this mod: Recommended
This mod is... definitely better than the first one, much better.

I'll start with the negatives, because I like to end on a happy note.

It has a lot of major issues, like certain things will make the game crash, most of them you get a warning about. But it could've been better implemented. You use a bomb or a pick, (Or even a lockpick or a potion.) to open a passage, and if you click on the item the game completely crashes.
(I'd suggest if possible, there's a mod called The Guardians by Adrageron, when you mine, the pick breaks after 3, you can have your picks break instantly if you want, but this is a much better system, no crashy picks.)

There's a few other things that cause crashes, like there's a torch socket in the first dungeon that, again, the game warns you here that it crashes you. So it's a known issue, but it's still very annoying that there are things like this. (Might've been a lever, sleep deprived)
(There's also a rat who wants something the opposite of rough and cold. If you give him said item twice, another crash)

Some of the puzzles can break and very often don't give you confirmation that you've done them. There's one zone with a ton of holes all over the zone, the map indicates that there are buttons at the bottom of every hole. If you fall down you instantly die. (A mechanic used too often in this mod, in my opinion) but one of the holes gets an invisible pathway and you cannot drop a rock down it once that's there... How do you turn off the path way? I have absolutely no idea. So it's possible that secret is gone for me now. Yay...

Some of the puzzles are absolutely bewildering, you need to be really good at some very specific skills, or be good at mind reading. (I struggle reading my own mind half the time. XD Let alone the developers) The youtuber I was watching playthrough at the same time (Alex Diener) often got just as confused as I did. (Often got more confused) Alex wouldn't approve of this suggestion, because he gets really crabby whenever anyone tries to offer ideas. (He's a good guy, but a bit too.... stubborn? Proud? Both. But definitely recommend checking him out all the same.) (forgot to add the suggestion, derp) But a guide would be really useful, a walkthrough. You've made a huge mod, it sucks to miss out on parts of it, sometimes very large parts. With the main game if you get stuck, you can look things up, but for this mod that's not an option.

The Abyss.... That's the entire note for this negative. XD Okay okay, the zone isn't that bad. It could do without the blind effects that happen from NPCs above the water, but beyond that, it's not a terrible zone. Being randomly blinded and not being able to prevent it is massively irritating to deal with. Especially given how this game works blindness. If your vision is at all impaired IRL, then you literally cannot see. Anyone else could make things out, but for a lot of people you're just going to have to either use your map to get around, or sit and wait for it to wear off.... and then get re-applied. Less blinds please. <3

Finally (I have a lot more issues, but I don't want to just rail on the developer, that'd be pretty cruel), a ton of chests are impossible to see the contents of. Part of them underground, part of them half way inside a building. The mod has a lot of issues where things seem completely out of place, and chests are definitely a part of that issue. Not being able to see what's inside them is awful. I run my autoclicker over the chest and skim through it, I probably still miss a few things, but this seems to be the best way to do this.

That all said, I've played with the dungeon editor for the game, and it's amazing the developer managed to do what he's done. So let's get to some positives:

This world is HUGE, Alex's series of videos on youtube, where he's playing on hard, has over a hundred videos, most of which around 35 minutes, with some going well beyond that. The description for the mod says it took PAT 3 years to make this, which is honestly impressive. I made a mini tutorial dungeon for a friend, and also so I could make cool gifs of all the monsters. (Here are some of the gifs as an example: https://imgur.com/a/5VNCM6L I tried my best to make the ratlings seamlessly repeat, other creatures are less important than my lovely ratlings...)
This took ages, it's a really clunky editor, I was mostly just playing around with it, you can get a very basic dungeon in very easily, but getting everything looking good is damn near impossible. Most of what PAT has made looks good. There's a lot of areas where scenery just looks mega janky. But most of it looks great. With how the editor works, it'd be very hard to make something not look like a total asset flip. (Stephanie Sterling coined phrase, basically a ton of assets that don't match the general theme just strewn in together in one big mess.) But this mod manages to stay coherent with each zone. And that's super appreciated. Except in one regard, that I'll address at the bottom.

This mod offers a ton of options for extremely varied parties. If you want to have 4 gunners, don't worry, there will be enough guns for you. (Bullets? Eeeh, not so much.) Do you want two shaman staffs? I've found two so far. Do you want two or more ratlings, but worry you won't be able to get enough cheese? Don't worry, there's ample food! The mod doesn't just throw a ton of loot at you like the first one did. (If you ignored the honour system, ahem.) But there's definitely ample stuff. If you want to play a farmer, your farmer will have no issues gaining levels.
(I personally only had one ratling, despite my fondness for them, I had two lizardmen and a human, lizardmen gain a huge bonus to resistances and having two in the front makes for great tanks, I went with Lizardman Barbarian, heavy weapons. Lizardman battlemage, then backrow, long range ratling rogue, and human alchemist who I initially started with guns, but after running out of bullets decided on strength light weapons)

A lot of the boss fights are really well designed. You're not just slashing them till they die. You have to pay attention to the scenery, complete puzzles, make extensive use of the force field. There's a lot going on all at once, it can get pretty stressful sometimes. But once you work out what you're doing, you're far more likely to succeed. Seriously, I've played WoW for 16 years, and think that blizzard should consider playing this for some ideas, because their boss fights got stale long ago. XD

Final one, because this is getting REALLY long, the home base area is constantly more and more exciting. You unlock extra wings for it, you get crafting areas and shops. Similar to Livingrock in Adrageron's mods. In a game like this, it's a wonderful time having a place within the world to call home. To place all your stuff and relax. Massive kudos for adding a home.

P.S. You'll want to download this: https://ntcore.com/4gb-patch/ It's recommended for the Final Adventure mod (Again, by Adrageron) but it can help you prevent some crashes, as well as make it run smoother. Makes the mod much more enjoyable!

P.P.S: I've not beat the mod yet, It goes on too long for me and I get a bit burned out with grid movement after a while. As much as I love these games, I do have to take a break. I saw PAT getting a ton of flack from one of Alex's videos, and thought I'd write a review mostly recommending the mod. While the mod does have a lot of issues, he's done a really good job, and you're getting this free if you have legend of grimrock, all you have to do is click download. For something you get on top of an already great game, this mod is amazing. The developers should be taking notes if they ever make a grimrock 3. Because Pathom3 has done a phenomenal job here.

Beneficial bugs: There's a lever that infinitely spawns mummies, free XP. There's also a green gem buried in the forest area that you can dig up infinitely, even more free XP, and also massive boosts to your stats later in the game. I don't know if these were left in intentionally, as like a story mode option for the combat. But just in case PAT reads my post, I thought I'd include these for him. I'm not just here pointing out the bad bugs, I'm pointing out the good ones too. XD

Final warning: If you have arachnophobia, you might want to give this mod a miss. I have it pretty bad, and often have to take breaks after particularly spidery areas, this mod has TONNES of spiders. They are basically everywhere. There are spider eggs underwater, that when broken, release spiders... underwater! What's worse, is these ones are the critter ones, the little ones on the ground you cannot get rid of my stabbing or shooting fireballs at. This mod goes massively overboard with spiders. There are many spiders in most of the zones.

TL:DR A pretty buggy mod, but very well made regardless. I absolutely recommend downloading this mod, and thanking the creator. Thanks Pat, for adding additional hours to my already massive playtime for this game. Really helped me get my LoG fix.

If you read all this, or skipped to the end. I hope you have a wonderful day. <3
Last edited by Layla Spellwind; Jul 20 @ 7:08pm